Comment by JumpyWizard

Comment by Gremlock

Comment by Walterion

The hood was what kept his power in check. Never forget your hood, kids.

Comment by Ledaren

Behold the absolute power of Wilfred Fizzlebang, master summoner!

Comment by lonefur

Just imagine: Jaraxxus, 20% harder.

Comment by Extremity

There is *absolutely* going to have to be some sort of cooldown on this. I don't know if it's going to be a flat X second cooldown on summoning in general, or just on the instant summons. Think about the instant summoning we have at the moment; Destruction with a cooldown (which only revives your last pet and can't be used to swap to a new one), Affliction with a resource, etc. Each one has a limitation on how often it can be used. Imagine if you could summon demons instantly at any time with no restrictions?

Now, it'd certainly be cool to be able to entirely micro-manage your demons and I can see many high-end players taking advantage of this. Swapping to imp for a ranged target, immediately popping out your felhunter for a caster, then bringing out the voidwalker for a mob that jumped on you... it definitely has potential for some really cool gameplay, but it also seems pretty powerful, to the extent that it may put too much of a gap between players with and without this item.

As far as I can tell, the goal of these legendaries has been to give players interesting gameplay choices and new ways to play based on what items hey have equipped, but not let any individual item DRASTICALLY give any one player a tremendous advantage over a player without said item. Being able to have a Voidwalker out and use a macro to INSTANTLY call out an Observer and silence an opponent, then bring my VW back out simply a GCD later seems like a pretty significant advantage to me. Removing the aspect of "pick your pet" is pretty serious; no longer will players have to pick a pet and stick with it, which is what you do right now. Of course some specs already have the ability to instantly call a new pet out, but that's not something they can reliably and frequently do pretty much nonstop.

Obviously there are more (relatively) powerful legendaries that have been datamined for other specs and this isn't even close to being the most "game breaking" one, but I do think it's setting a precedence for these items that needs to be discussed. How much are we really going to rely on these legendaries at launch? How much of an impact will they have on finding groups or how we play our characters? There's a very thin line between "cool ability that changes how you play a bit and gives you a slight power increase when used properly" and "people won't group with you without it because it's so insanely powerful". This specific item might not be *that* dramatic, but it's sure coming close. Don't even get me started on PVP... hell, will these even function in PVP? I'm assuming so, and that's a-whoooole-nother conversation.

...It is pretty damn cool, though :p

Comment by Jaxor

Cinidaria, Cinidaria, does whatever a Cinidaria does.

Comment by jjanchan

UPDATE: The latest Beta patch has adjusted many of the passive effects of these legendaries. The following represents the most current in-game data as of August 28/16 (many of the Wowhead tooltips have not been updated yet!)

This is one of the shared legendaries coming in Legion. Most of the new legendary drops will be class specific, while these select "shared" legendaries will be usable by multiple classes. Keep in mind that only legendaries your class can use will drop for you.

At the beginning of Legion, only 1 legendary item can be equipped at a time. Over time, as the expansion progresses this cap will be increased (Source).

Here is some further information about these items:

The legendary items are intended to be used for the entire expansion. They are currently item level 895, and it remains to be seen whether this will change prior to release, or during Legion itself (for comparison, Mythic mode gear from is iLvl 880).

Thus far, it appears that legendaries will drop from dungeon bosses, raid bosses, PvP Strongboxes, Mythic+ Weekly Caches and World Quest Caches (rewarded after completing 4 world quests). As it stands, these will be the ONLY sources that will yield legendaries. Blizzard may expand where they can come from in the future (Source: Legion Summit Dev Interview, Video | Text Summary; June 16 Legion Live Developer Q & A, 53:30)

While the legendaries are rare drops, they are not fully random - there will be ways to target specific items (Source).

More difficult content will have a higher chance of dropping these items (Source)

It should be nearly impossible to get a duplicate legendary item. (Source: Legion Summit Dev Interview, Video | Text Summary)

Some level of bad luck streak protection also applies to legendary items (i.e. the chances of you getting a legendary will slowly increase if you don't have one drop). (Source: Legion Summit Dev Interview, Video | Text Summary)

If the slot for the item is transmoggable, you can transmog these legendaries to other appearances, and vice versa (unlike legendary items from previous expansions) (Source)

Legion legendary procs/effects will be disabled in instanced PvP (Source)

Blizzard plans to institute a "suppression aura" in effect for a certain number of weeks after Mythic raids are available, which would disable any legendary item passive effects (they would still function normally as high-ilvl regular items, with the primary/secondary stats intact). (Source)

UPDATE - As per the latest information, Legion legendaries WILL BE allowed in all raid situations, INCLUDING Mythic difficulty. The previously noted "suppression aura" in Mythic will not be implemented. (Source: Legion Summit Dev Interview, Video | Text Summary)

All legendary bonus effects are passive "Equip" effects (there are no "Use" effects on these items)All Legion legendaries are Bind-on-Pickup, and cannot be sold, traded or listed on the Auction House.

Comment by kreatyve1980

Comment by Kra1kee

Comment by AveryZan

I can't seem to find any info on it, but does anyone know if you apply dots before an enemy is reduced to 90 percent and they remain after, do those dots still retain the 30 percent bonus until they end? Please don't just say snapshotting is no longer a thing, because it still is with feral damage increase modifiers and this seems like it might be similar as it is not a stat gain and an actual damage done increase. If anyone has info preferably with a source that would be greatly appreciated.

Comment by Aetharyon

Comment by Adelline

Comment by Cr00xY

Am I the only one who thinks that this over 90% HP bonus is rather ridiculous?

Comment by adcantu

I just got this from winning a random BG.

Comment by Unrighteousness

It procs on training dummies as well, meaning your damage will be heavily inflated if running sims. Wish I had realised it before disenchanting my previous belt.

Comment by iwhitt567

Pro: Finally get a legendary.Con: Nothing goes with it.

Help me accessorize for this belt, Wowhead. Let's make something in black and orange.

Comment by daenks

Just got this on my balance druid ... why blizzard why u hate me ?

Comment by LunithFox

Just got the 940 Version on my Havoc Demon Hunter

Comment by kredrin

Got this one (second legendary) today from, again, world quest bag.

Comment by Etamalgren

Just checked the belt out on the 7.2 PTR: Cinidaria's symbiote strike does NOT benefit from overkill damage.That is, if you oneshot whatever you're hitting by a very large margin (ex. lowbie training dummies, which always have one health), symbiote strike will only hit and heal for as much health as the mob had (in this case, one health).

Comment by Plasmaxyz

Just a heads up, the belt effect has a 40 yard range. So if you happen to be a boomkin at 45 yards from your target, the belt will do nothing.